﻿using UnityEngine;
using System.Collections;
using UnityEditor;
public class CustomBuild 
{
    
    [MenuItem("MyFramework/BuildWindowsResource", false, 102)]
    public static void BuildWindowsResource()
    {
        var option =
            BuildAssetBundleOptions.ChunkBasedCompression
             | BuildAssetBundleOptions.AppendHashToAssetBundleName;
        BuildPipeline.BuildAssetBundles(
            Application.streamingAssetsPath, 
                option,
                    BuildTarget.StandaloneWindows);
    }

}
